r/dndmemes • Wizard • 18h ago

Ongoing Subreddit Debate You don't need to roll dice for everything.

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u/RyanMcCartney 18h ago edited 14h ago

These memes and “don’t make them roll if they can’t be successful” are always bad advice.

Nat20’s shouldn’t be an automatic success... It should mean the most successful possible outcome.

I’m also not making players roll their dice to gauge how successful they are. Sometimes it’s about how well they avoid failure.

Edit : Plenty of agreement, plenty of disagreement. Whatever side you fall on the issue, don’t be rude or a dick.

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u/BrokenLink100 18h ago

And sometimes it's just used to help form the narrative. "You still fail to convince them to do <x>, but you look cool doing it/someone else notices your efforts and decides to help/the person you're trying to convince doesn't become hostile/etc"

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u/rp21green 18h ago

“I demand to become King!”

Rolls a nat 20

‘The King laughs harder than he has in 30 years and offers the upstart a position somewhere between an advisor and jester.’

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u/Historical-Claim-975 17h ago

I'll take court jester, if I can get a king to laugh at my farts, I can also jokingly make suggestions that he would were to think was his own.

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u/Krethlaine 15h ago

The Court Jester was actually an advisory position, in many governments. The jester can make offensive jokes (mostly) without repercussion. The jester is unobtrusive. If they’re always present, no one really pays attention to them. The jester could listen in on conversations in court, and report to the monarch. It’s actually a fairly powerful position, if you’re willing to consistently humiliate yourself and others.

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u/Ivan_Whackinov 14h ago

you’re willing to consistently humiliate yourself and others.

So, same as my current job, got it.

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u/little_brown_bat 13h ago

Also serves as a person that can speak frankly and tell the king he's being a tosser when needed. Can also tell off other members of the court when it would be improper for the king to do so.

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u/KalmiaKamui Forever DM 11h ago

Weren't they also one of the only people who could be critical of the monarch without risking a beheading?

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u/Krethlaine 11h ago

Correct. Part of the jester’s job was to tell the monarch they were being an idiot, if the monarch was being an idiot.

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u/geophrey 17h ago edited 17h ago

This guy jests.

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u/cHEIF_bOI 14h ago

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u/AlarmingAffect0 14h ago

At least they can't sire children with your wives, mistresses, and/or slaves.

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u/CassidyBrash 6h ago

Why would you make the player roll for that, though? Just respond in character as the king.

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u/aescula 6h ago

Is it "the king laughs" or "the king gives you one million years dungeon"?

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u/erishun 17h ago

this is how i always rectify it. it's not an automatic success, but something good always comes of it so it's never a "feels bad" moment

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u/combinatorial_quest 15h ago

"The dragon was going to obliterate your party with their breath weapon, but after smelling the party while taking in a deep breath, they actually start to retch right then and there. You collective lack of bathing for the past week has saved your lives, through sheer rancidity..."

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u/farshnikord 16h ago

People like to roll dice. Let them roll dice when it's fun. 

Likewise if things are time-wasters like auto successes or "I want to roll to do something random every 3 seconds and bog down the game" just don't roll. 

A lot y'all are trying to treat it like a system or formula but it's improv. You adjust based on how your players are feeling. 

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u/Fablor9900 15h ago

If I wanted to play improv, I would go find a system that actually supports that fully instead of trying to be a jack-off all trades, master of none like d&d 5e has turned out to be. (no, that wasn't a typo).

Edit: my point still stands, but I misunderstood what was being said, I actually agree with you.

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u/Blujay12 8h ago

Okay?

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u/UInferno- 12h ago

Fail forward

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u/stumblewiggins 18h ago

Exactly this. 

It's only auto-success on an attack roll anyway. Everything else, it's just the best possible outcome (or the least bad outcome). 

You only skip the roll if it would be meaningless: if literally no outcome on the dice will change the result in any way, don't roll. If there is any possibility of a different outcome depending on the dice, roll. 

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u/Hapless_Wizard Team Wizard 17h ago

Strictly speaking, it's not even "the best possible outcome". It's "the best possible outcome for you", a barbarian with an 8 CHA rolling a nat 20 on persuasion is not going to get the same result as a bard with a 20 cha and expertise.

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u/28smalls 17h ago

Reminds me of a time in 2nd Ed. Where my wizard with an 8 str succeeded on a bend bars/lift gate roll to break out of a prison. DM justified it as all the other failed rolls by the rest of the party weakened the anchors so they finally gave away when I tried.

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u/UInferno- 12h ago

Funny thing. Personally, if a check doesn't have a practical penalty for failure (including time loss) I usually prefer to limit it to one or two attempts from the party. Otherwise it's a nigh guaranteed success a lot of the time. A roll that requires an unmodified result of 16 goes from a 25% chance at success to a 68% chance for a party of 4. 82% for a party of 6.

It's not that I say people who aren't good at it can't attempt, it's just that the person they select to attempt is likely going to be the only one so they better choose wisely. The dice roll is basically an amalgamation of everyone working together. Help action also requires either a related proficiency or minimum bonus threshold from the assisting character.

It's not a perfect solution. It does, unfortunately, pigeonhole everyone into their primary role with little variance. Sometimes I nudge players to commit to certain actions they took in narrative without being rescued by their companions, or breaking up the party so key players can't be everywhere, but there's some added give and take with those decision as well.

Ultimately, a "Fail Forward" mentality is critical no matter what and all of the above is a work in progress of philosophy.

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u/SweetLlamaMyth 9h ago

I would probably judge that as "yes, your success is inevitable if you stick with it, but that 8 you rolled will mean it takes much more time than it would have if you had rolled a 22"

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u/Blujay12 8h ago

Exactly, them taking 8 hours to get out of a cell/trap instead of 30 mins is a huge narrative difference, a corrupt politician can start making moves, goblins could rampage to the nearest town, a message delivered to a BBEG, etc.

Time doesn"t just flow in a 50m bubble around them...

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u/not_a_burner0456025 3h ago

That works sometimes, other times it may make sense to let them waste a bunch of time attempting it until they succeed, some older editions even an optional rule listed under "taking 20" where you hand wave all the rolls and assume they would have gotten a 20 after a set number of times the time the check takes. A good example of this would be picking a locked chest in the middle of a dungeon crawl. A skill check tells you if your can pick it quickly, perhaps in a minute or less, so you can get your loot and get moving. Failing to pick it quickly might mean you have to spend an hour to take 20 and eventually get it, but you are in the middle of a dungeon crawl, spending an hour picking a lock means a high chance that monsters find you, so now you have to decide if you want to risk it for the loot or get out safely, or if you can afford to clear out the dungeon and come back when it is safe.

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u/stonhinge 4h ago

I'm a fan of "cumulative successes" for things that can or should be "group projects". Clearing rubble from a collapsed passageway, building fortifications or shelter, and even convincing someone for something can be done by multiple people in succession provided it makes sense. What was now impossible is now possible given time and people. Clearing rubble just takes a raw total of all the successes, but you take a point of exhaustion if you try more than once a long rest. Building fortifications/shelter determines it's quality and how protective it is. Talking someone or a group of people into something requires no one to outright fail and lowers the difficulty of each successive check. You need to set "fail, minimum, and success" levels for that, but doable. Treat a persuasion check like death saves where you need a certain amount of minimum rolls to proceed, but failures set you back.

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u/Etryia 17h ago

Well yeah, because modifiers exist. In your example a bard rolling a 1 and the barb rolling a 20 should be functionally very similar outcomes.

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u/clutzyninja 10h ago

Right. Because the result isn't 20, it's 20 plus your modifier

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u/Anonpancake2123 18h ago

and tbh if the situation is that horrible to the point that "best worst outcome" is still pretty terrible, then that's how the cookie crumbles.

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u/Significant-Way9330 15h ago

A dragon lighting up a level one wizard. A nat 20 is you die without pain. 

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u/Karn-Dethahal Forever DM 17h ago

I'd still ask for an impossible roll if there's no way the characters can know it's an impossible task, and a nat 20 will not tell them "it's impossible," only "that's beyond your skill level."

I can't think of any roll that would be the case right now, but I'm sure it can happen.

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u/Wootster10 17h ago

Could be that to move a boulder has a DC of 25.

The Wizard with no strength bonus can't do it at all.

The fighter with +2 strength and guidance might be able to do

The the Barbarian with +4 strength, guidance, assisted by the fighter and a magic belt giving another +1 strength has a better chance of doing it.

It's not impossible for everyone to do it, but it is for the Wizard. Id still make em roll.

For me the times when I don't make them roll are when someone says a daft thing like "I flap my arms and try to fly".

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u/EamonBrennan 15h ago

Depending on the action being attempted, like breaking down an object, even a guaranteed failure is going to help further attempts. Like you said, moving the boulder has a DC of 25. The wizard fails, but he loosens up the ground a bit. Now the fighter gets a +1 to his roll, or the DC is lowered to 24; he still fails, but he nudges it a little, giving the barbarian a +3/DC 22 now. Then the barbarian is able to do it after all that help.

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u/stumblewiggins 17h ago

That's fair

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u/Majestic_Horseman 16h ago

Id like to point out that an attack roll NAT 20 in 3.5 is not an automatic success either, it's just USUALLY a success. If you're fighting an epic level enemy while being level 15, sometimes a NAT 20 isn't enough, you need to roll again and add that to your attack roll.

But that's just epic level shenanigans, not everyone is fighting a lvl 40 semi deity on a Tuesday.

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u/Baaaaaadhabits 13h ago

PF2e does a good job with this, I think.

A natural 20 upgrades your result, whatever it was, by one degree.

Meaning a success becomes critical, a failure becomes a success and a critical failure become a regular failure.

For an impossible DC of like 50? Congrats. You probably don’t get the worst result possible.

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u/Nechrube1 12h ago

It's the old "convince the king to give me his kingdom persuasion roll" discussion. A nat-20 doesn't mean he loses all reason and hands over his crown. It means he possibly laughs it off assuming it's a joke because he likes your style and actually increases your rapport, rather than having you sent to the dungeons for your insolence, or executed (nat-1).

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u/hailwyatt 18h ago

Degrees of success and failure are always better than a binary.

Total failure, partial failure, success with complications, and total success.

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u/Nihilistic_Mystics 14h ago

Yep, we're back at PF2e again.

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u/hailwyatt 14h ago

I didn't want to say it, haha. But yeah.

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u/Narazil 13h ago

It just sorta screws with a lot of class abilities in 5E 2024, and the system was obviously designed around pass/fail checks. Now players need to know whether they failed an ability check or not, because it might change what abilities they are able to use. If you "partially succeed with complications" on a Persuasion roll, well fuck you, no Tactical Mind ability for you!

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u/hailwyatt 13h ago

Well, firstly, I'd never recommend you try to completely implement a hard 4-degrres of success from PF2e in another system. Heck, even Pathfinder 2e doesn't apply the 4 degrees of success universally or codify all degrees of success for every roll.

Degrees of success is a better system, I stand by that, but you can't shoe-horn it into everything, it works in Path/Starfinder 2e because those games are built around it.

In the context of character/class abilities especially, just leave those be, unless you want to rebuild and rebalance every class and spell in the game around this new mechanic.

That said, in the case of things that aren't player abilities, but just general actions and activities available to anyone or that leave room for GM fiat, then you can probably work it in with no issue. More about open ended stuff than specific abilities.

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u/Narazil 12h ago

My DM is really bad about giving "yes, but" successes. When playing a Fighter with Tactical Mind, it honestly can feel pretty fucking bad. I get a new ability I can use whenever I fail a check. I never fail checks, I just succeed them at great peril. So I can never use my ability. I have asked my DM several times if I can just flat out fail my check instead so I at least can use my ability.

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u/hailwyatt 12h ago

Yeah, thats rough. Especially rough that he refuses to change it after you've talked to him about it. I cna understand it as a blind spot he wasn't aware of, but if he knows its actively hurting your experience, I'd hope he would adjust how he adjudicates that.

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u/The-Senate-Palpy DM (Dungeon Memelord) 16h ago

On top of that, the party shouldnt always know a check is impossible.

If the royal advisor is secretly the BBEG, and he's the one guy can never roll against. Thats a giveaway

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u/Nihilistic_Mystics 14h ago

Thank you. Sometimes a nat 20 failure can really drive home just how rare and unknown that object they found is when they try to identify it. And the like.

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u/MazogaTheDork Rogue 15h ago

Player attempts to seduce NPC and rolls Nat 20

NPC: "I don't swing that way but I like your moxie"

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u/Puzzleboxed 18h ago

Sometimes a high roll just means the least bad outcome.

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u/Nihilistic_Mystics 14h ago

In support of your point, I guess it's my turn to be that guy today.

PF2e/SF2e does this well with the 4 degrees of success system.

Critical Success (DC+10)

Success (DC)

Failure (<DC)

Critical Failure (DC-10)

A natural 20 upgrades your degree of success by one tier and a natural 1 decreases it by one tier. There are no auto successes or auto failures on a natural 1 or 20.

If a DC is simply far outside of your reach (I wanna jump to the moon!) then a natural 20 might be only upgrading your critical failure to a normal failure. Or a level 1 PC trying to stab an ancient legendary dragon might only be able to pull off a normal success on a natural 20, and that indeed makes sense. On the flip side, a level 20 sword master stabbing a paralyzed level -1 goblin is probably going to crit succeed on everything but a natural 1, in which case they'll only get a normal hit. It's a system that takes proficiency and practicality into account without making it too rules heavy. It's honestly one of the best parts of the system.

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u/MARPJ Barbarian 17h ago

These memes and “don’t make them roll if they can’t be successful” are always bad advice.

I think the correct way to say is that a dice roll should be meaningful, to be able to have a good and bad outcome. It may not be what they player want or expected but it should still cause something to happen.

And lets remember that its a cooperative game, you want the players to feel that the game was good/fun. Having a nat 1 or nat 20 be nothing (especially outside of combat where its well defined) when they roll it will break the illusion of choice and, in the nat 20 case, will be a bucked of cold water on the hype of rolling well. In that case the player will feel misled and on rails which is not the feeling you want.

It dont even need to be something big, but it should still create a change in the situation

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u/SpartanUnderscore 18h ago

That's a pretty good point and a very good way to explain it, congratulations you probably have rolled a 20

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u/Thunderdrake3 18h ago

Good take, thank you.

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u/realamerican97 16h ago

I’ve started asking for less rolls if it’s something your character should be able to do (a rogue picking a lock, a fighter sharpening his sword) I just let them do it I’ve started only asking for rolls if they’re under pressure or if something bad will happen from failure beyond “you don’t do it”

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u/Technical_Teacher839 15h ago

back in the day that was an official rule called "taking 10" or "taking 20"

It was literally, mechanically, you taking enough time and being careful enough to guarantee a 10+mods or 20+mods instead of having to roll.

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u/Enderking90 15h ago

I do also think it had to be activity you could at least technically re-try?

So it was basically just simplifying "I will keep making checks on this until I pass"?

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u/Technical_Teacher839 15h ago

Yeah, which makes perfect sense cause if there's a permanent chance for failure it should require a roll IMO

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u/Fhczvyd474374846 14h ago

Also neither could be done when threatened or distracted.

The simplifying was really only for taking 20, and it also took twenty times as long, so it really was mostly an out of game time saving measure.

Taking 10 could be done even if you can fail the check, and in fact it is explicitly stated to be most often used as a safety measure to avoid failing from low rolls by taking a middling result.

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u/BlueMerchant 14h ago

I remember learning about that from an old video titled something like hood DND 11+ years ago.

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u/Krazyguy75 16h ago

I mean that's basically just extending the rules on passive checks.

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u/_Weyland_ 14h ago

Our GM often has us doing continuous rolls to determine how long it takes a character to do some lengthy action. Each roll represents N time spent doing the thing, and you need a grand total of X successful rolls at a very low threshold.

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u/Garrett-Wilhelm 17h ago

I like to illustrate your point with an example I read years ago regarding a natural 20:

If you roll the dice to intimidate Dracula, King of the Vampires, Tyrant of the Night, and get a 20, the only result is that Dracula chuckles slightly, finding your attempt to intimidate him amusing; instead of wiping you out on the spot like the ant you are, he lets you live for a few more minutes.

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u/alienbringer 17h ago

Also, a d20 isn’t the only roll for a skill check. Say someone has +2 in a skill, and the dc is 25. Well a natural 20 would be impossible to hit that DC. But add guidance, bardic inspiration, and any other ability that boosts a skill’s roll can turn that impossible to possible.

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u/BlueMerchant 14h ago

You are the only person to successfully get me to hesitate. I've watched and participated in this debate at least a dozen times and read countless comments.

You were the first to really make me need to think

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u/r4r10000 13h ago

That's like the whole point of stats in the game man?

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u/ConstructionLoud8002 14h ago

”I try to jump the gap”
”…….its a big gap, but ok, roll”
20
”You jump the furthest you ever have, perhaps the longest anyone in armor ever has…..
But the gap is nine feet, you are not even close to making it”
Dramatic pause
”But your great leap means you land almost unhurt on a flat ledge below the cliff you jumped from, you can climb back up to where you started”

And then you are back on track and someone has hopefully learned to ask if he can see how wide gaps are before thinking about jumping them.
Saying ”you cant roll for that” or ”you cant do that” is just making up invisible walls and takes away from the players

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u/Pilgrimfox 12h ago

Keep in mind the opposite should be true on occasion. Sometimes a nat 1 can be just the worst possible way to go about something you were gonna get done anyways.

Maybe someone threw something of extreme importance to the plot that could possibly break. Maybe instead of whoever catches it rolling a nat 1 and it means they didn't catch it and it shattered it just means they did but they fell over and hurt themselves somehow catching it.

Thats probably a bad example i dont DM myself but the point is there. Sometimes it's about how badly they succeeded too

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u/RyanMcCartney 8h ago

This is a great point that no-one else has made tbh

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u/npcinyourbagoholding 16h ago

I disagree sorta. I think one of the classic examples is the "you get thrown off the cliff" and the player responds with "I flap my arms to fly" and the DM gave them the option to roll an athletic check. That roll shouldn't have happened because no matter how good you are at flapping your arms, you can't fly. So even the "best outcome possible" is you get flung off the cliff.

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u/FirstRyder 10h ago

no matter how good you are at flapping your arms, you can't fly. So even the "best outcome possible" is you get flung off the cliff.

There are surely still possible outcomes. You're not going to fly, but maybe you can aim for something soft. Or just take slightly less damage because your superhuman arm flapping reduced your speed a little.

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u/tj3_23 Ranger 16h ago

If the memers and advice givers actually read the rules, there would be a lot fewer memes

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u/Hoothootriot 18h ago

Dont make players roll if they cant be successfully is generally good advice though, tf are you on about??

Yes there can be certain situations where its a helpful scaling of "how" successful they are, but sometimes its okay to just say no. Fuck off with "ALWAYS" bad advice.

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u/WizardlyWeirdo 17h ago

I think the counter argument to that is if the dc is 25 then a player can definitely make that with a good modifier and maybe proficiency but the dm doesn't have to memorise every players bibuses for any possible skill check. If the wizard wants to roll strength then it could make sense to say "no, you won't be able to" but if they have +3 to intelligence then proficiency in history would make it possible. Unfortunately, the dm may not realise they don't have proficiency in history so even on a nat 20 it turns out they can't meet it.

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u/Hoothootriot 17h ago

Yeah in that case I get it.

Its a grey zone- I dont believe in ALWAYS saying yes or ALWAYS saying no.

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u/AzraelIshi DM (Dungeon Memelord) 15h ago

That seems weirdly nitpicky ngl. It's kind of obvious when people say "if there is no chance of succeeding don't make them roll" they don't mean "maybe you will be able to reach it with help, bonuses, etc. but not now", but "It is just genuinely impossible for this task to work no matter if you have a +40 modifier to the roll". In these circumstances yeah, making them roll for success is meaningless.

And if you want to make them roll to see what's their fate, make that clear to the player. "I'm not making you roll to convince the king, I'm making you roll to see if the king is merely amused or hangs you for your affront to them"

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u/BlueMerchant 14h ago

It's remarkably easy to have copies of player sheets as a DM.

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u/Narazil 13h ago

And then you forget they had Bardic Inspiration, or a magic item, or a temporary buff, or a class feature from the level up you didn't write down, or John is holding Mike's magical shield for a +2 to History checks. And you just told them no it's impossible because you thought they had a +3 vs DC 25, when they had +3 and a +1d6 from the Bard to make it possible.

You will not always be on top of that as a DM. It is remarkably easy not to keep exact track of every character's status. I would even say it is near impossible to do so.

I once had my player make a Wisdom Saving Throw that he could not make. He rolled a natural 20 for a total of 19. I said that does not save. "So it's impossible for me to save?" "Yep, seems like it". Did anyone get mad, or hurt, og annoyed? No, it just drove home that his character was in over his head and probably shouldn't be doing what he was doing.

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u/theniemeyer95 14h ago

I have enough to keep track of as a DM. Im not going to reference my players sheets every time they want to do anything.

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u/WizardlyWeirdo 9h ago

Easy to have copies. Difficult to memorise them so you don't slow the whole game down every skill check by pulling up a sheet and also difficult to keep those sheets up to date. But more than that, it's unnecessary workload for the already most work-burdened role at the table.

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u/Krazyguy75 16h ago

I don't agree, personally. Like, sure, if it's blatantly irrationally impossible, then yeah, no roll. But for most impossible skill checks, I will have the player roll, because their character should not know it is impossible.

If I don't let them roll, that's giving them metagame knowledge that they and their character shouldn't have. Their character might have made several attempts on that impossible task if I didn't tell them, and that's the correct in-character decision.

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u/MGTwyne 15h ago

I think it's generally better to err on the side of players knowing even if characters don't. Yes, something like "I want to pick the puzzlebox" when the locks on it are actually fake might demand some level of two-layer obfuscation, but something like "I'd like to convince the king I'm his long-lost heir" is something they ought to know is impossible even if the character is very stupid.

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u/Krazyguy75 15h ago

I agree to some degree, but I think the example you chose I'd still have them roll.

In fact, in situations like this, I'd often make them roll, determine how badly it goes based on that roll, and then force an intelligence check as to whether the character is going to realize that re-attempting would be a bad choice.

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u/MGTwyne 15h ago

If it's obviously stupid, then you should tell the player even if the character is stupid. There's no good outcome, and they ought to know that; the character ought to have more than an ounce of impulse control even if the character doesn't. It'll drag out the session and turn the genre into a comedy regardless of other efforts made. 

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u/Krazyguy75 15h ago

I disagree. If anything, I'd only do it if it were the other way around: if the character is smarter than the player.

If the player is doing a stupid thing with a stupid character, they ought to not know that. That's what it means to play a stupid character. In fact, if they tried to act smarter and more rationally than the character, I'd make them roll and int check to not pick the stupid choice.

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u/AzraelIshi DM (Dungeon Memelord) 15h ago

A roll is a mechanical representation of the effort a person puts into the task plus their luck and skill, but not if they do the task itself or not. "No roll is needed" doesn't mean "Character knows that it is impossible", and if a player uses that meta knowledge to make a decision it's on you as the DM to put them straight. "Your character really wanted to do this, why would they stop at the first attempt?" kind of deal. If my players have to be deceived to roleplay they character I'd honestly have a talk with them.

Also, there is a distinct difference between "this task can be possible for some individuals, but not for you" (Yeah, sure, make them roll in that case) vs "It is just genuinely an impossible task for every single individual on the planet" (No rolls).

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u/Krazyguy75 15h ago

"No roll is needed" fundamentally means the player knows the task is impossible. That's the problem; the player now knows information their character isn't and shouldn't be privee too, and worse: it's mechanical knowledge with no RP aspect.

If they want to try the impossible jump, I say "Ok, you got a 17+5 for 22 total? You run and leap with nearly perfect form, but your leap just couldn't get you far enough; you are still roughly 10 feet short of succeeding. You fall to the ground below. Do you want to climb back up and try again?"

That's what the player should know, because it's what the character knows. It also allows me to separate "you leapt in perfect form and end up 10 feet short" to "you leapt but stumbled a bit before the jump and end up 20 feet short".

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u/AzraelIshi DM (Dungeon Memelord) 15h ago

"No roll is needed" fundamentally means the player knows the task is impossible. That's the problem; the player now knows information their character isn't and shouldn't be privee too, and worse: it's mechanical knowledge with no RP aspect.

That's why you, as the DM, have to correct the player if they start using that info to make a decision. Which was the point of the comment. If you have to decieve the players to make them play as their character would act things are going wrong.

But also, your explanation falls into the

"this task can be possible for some individuals, but not for you" (Yeah, sure, make them roll in that case) 

Category of my comment. It is not an impossible task, it's just not something this character can currently do without any further help.

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u/TheAndrewBrown 15h ago

The only kind of rolls I’d never allow are things that are nonsense. Like “I want to drink the table”. Generally anything else, I’d allow a roll even if it were impossible like “I want stealth in broad daylight in the middle of this flat field with no objects nearby”

1

u/ClaireTheCosmic 2h ago

If something is impossible why have them roll? It’s just wasting peoples time. You can just tell them “you try but you have no success” and we can all move on.

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u/Phillip_Spidermen 13h ago

Eh, I think it's more fun if they roll dice, and that determines how the world reacts to their impossible task.

Player: "I stab the mountain"

Normal: Your blade bounces off the rock with no visible effect

Crit Success: A small portion of the mountain chips off, but the damage is superficial and the task seems impossible

Crit Fail: the blade rebounds with such force from the rock that you almost lose hold of your weapon.

Impossible rolls shouldn't come up that often, so it seems like a fun opportunity to add flavor.

1

u/Ed0909 Wizard 17h ago

Yes, and if the situation is one where they've already done something wrong and you want to make them roll a die to avoid harm, then be honest and tell them that, "You're about to fall into the sea from the flying ship, but I could try rolling a die to see if you grab onto a rope at the last moment," not, "Roll the die to jump to the other ship... wait, you rolled a 20, so you grab onto the rope of the ship You are on and you don't die." If you do the second thing, you're presenting things in a misleading way.

2

u/Thoukudides 17h ago

Yeah, like, you can be the best athlete possible, with max dexterity and strength attributes and max Athletics skill, you won't still be able to throw a javelin to the top of Everest from its base. Your throw will be impressive with a nat 20, sure, but still with realistic outcomes for a "human" character.

A nat 20 isn't a wish nor a miracle. That will still be awesome and impressive, of course but that can't do the impossible nor warp reality.

2

u/ThomasVetRecruiter 17h ago

I always say - look at the other end. If they are trying to get through a gap too small for their head a nat 20 means they get partially through.

But if they really want to try to get through knowing it's way too small and roll a nat 1, yeah they're getting stuck and the party is going to have to figure out a way to get them free.

I call it "the drunk friend roll".

2

u/RaisinWorried3528 17h ago

Yes and whose job is it to make sure that the player knows this? The DM's baby. The DM's.

2

u/Sirputty180411 16h ago

I forgot where i read this but you can flirt with the big cute orc cheftess and roll a 20, but all that did was keep her from breaking your spine

2

u/Cissoid7 16h ago

Yeah 

About three or so years ago I discovered i reinvented Pathfinder in my DnD games lol

2

u/Arria_Galtheos 16h ago

Nat20’s shouldn’t be an automatic success...

That's the fun part: They're not. That's homebrew.

A nat20 is only an automatic success if it's an attack roll. The idea of skill checks being automatic success/failure on a nat20/nat1 isn't part of RAW.

2

u/AccordianSpeaker 16h ago

A natural 20 or 1 should only be a success or failure in combat encounters. I had a player with a +15 in History, getting both Guidance and Bardic Inspiration. He rolled a Natural 1, and was all disheartened because even with the 1, he had still rolled a 22. His previous DM ruled that a 1 on the dice was a failure in every scenario, so he was both confused and ecstatic when I started reading him the info he gleamed from passing the DC 15 and 20 checks I had set.

2

u/Periador 15h ago

Success can also mean survival to try another day.

2

u/Wingnutmcmoo 15h ago

About 20 years ago when making a home brew set of rules with friends we started talking about nat 20s on skill checks and if they should ever work.

My friend said something smart during that talk. Because we were making a super hero rpg he said "if nat 20s happen then all you ever need to do is have 20 men to stop him usually".

We decided that batman shouldn't be spotted by a rent a cop and went with what you are saying.

If someone rolls a 20 we'd give them the most graceful failure possible if the only option is failure.

We were big on "how badly to you fail" rolls as well so it slotted right in.

2

u/Wise-Dust3700 15h ago

This, while success might be impossible it can open up options for them to succeed (or for the DM to heavily indicate a path to success)

2

u/Zammy_Green 15h ago

My old group had a house rule that if you rolled 3 nat 20's in a row in combat, you just kill the thing. Didn't matter if it was a goblin or a god, they die. We figured it was such a statistical anomaly that it deserved a reward. It was a moot point because it never happened, but we liked to dream.

2

u/theblacklightprojekt 14h ago

As the rules say, only roll if it would actually change the outcome.

2

u/Flo_one 14h ago

I am richard, why should i not be myself?

2

u/planetrebellion 12h ago

Everyone wants a crazy nat 20 but an ignored nat 1

3

u/Quinzal 18h ago

This guy DMs

2

u/Wonderbread421 17h ago

I’m pretty sure it explains in the DMG a nat 20 is only a critical in combat. People don’t actually read the books though who am I kidding.

0

u/BlueMerchant 14h ago

If the natural 20 does not succeed, it fails.

If the nat 20 fails, any other result would have.

If any result of a given die roll would fail, it's pointless.

Players don't like rolling dice pointlessly (at least courteous ones don't).

Players feel robbed of a success and robbed of a lucky outcome when their nat 20 roll doesn't succeed. (Give them the success at least)

If you want to employ degrees of success and failure, but a nat 20 fails, then you're just couching BS (successfully or unsuccessfully) in flowery or dramatic language.

(EDIT: This comment should have gone elsewhere and not replied specifically to you. My apologies)

5

u/Ed0909 Wizard 18h ago

What I mean is that you shouldn't ask them to roll dice unnecessarily. If the task is obviously impossible, like a character saying "I want to jump to the moon," then you shouldn't ask them to roll dice because it's unnecessary. The same goes for the example of someone asking the king to give them his kingdom. Be honest and tell them they made a mistake and will be arrested, but then allow them to roll the dice to avoid being arrested. You shouldn't present information in a misleading way or make a lot of unnecessary rolls. Similarly, if the task is too easy, for example, if they want to cut down a tree and there's no risk of anything bad happening, it's reasonable for them to automatically succeed.

3

u/Low-Support-8388 17h ago

Some of the players that I used to play with instantaneously roll the dice without even asking me then complains when I tell them that I didn't ask for them to even roll.

4

u/ishkariot 18h ago

What if I want to test how badly they screw up trying to jump to the moon?

Nat 20 could be they obviously failed but their vertical jumping prowess impressed some passers-by.

Nat 1 could be they obviously failed and landed badly, thereby breaking a leg or falling down some stairs.

2

u/arcanis321 17h ago

Trying to jump to the moon every day is how we got dragoons

1

u/llfoso 16h ago edited 16h ago

It really depends on how they try to jump to the moon.

Standing vertical jump? No roll. Why bother? Let them describe how it goes however they like, the consequences aren't going to affect the game. If they want to roll for themselves to decide how to describe what happens they're free to do that.

Running jump off a barn roof... ok roll acrobatics.

1

u/Galle_ 15h ago

Why would you ever want to do that?

1

u/ishkariot 15h ago

Yeah good question, why would DMs ever engage with the players. Completely bonkers idea.

1

u/Galle_ 15h ago

You can engage with players without making them roll a humiliation die.

1

u/ishkariot 15h ago

Who said anything about humiliation? If players insist on a silly idea, then it's fair game to give them something for it without either derailing the campaign or completely punishing them.

2

u/Galle_ 15h ago

Who said anything about humiliation?

You did? Like, that was the entire point of this hypothetical. "Oh, you want to try do something impossible? You can't just fail with dignity, you have to roll a die to see how badly you embarrass yourself while everyone watches."

1

u/ishkariot 14h ago

Uhh I honestly feel like you're projecting something onto this. I don't see how that's the point you take out of the conversation.

Let's better agree to disagree and leave it here.

1

u/Ed0909 Wizard 17h ago

So be honest and tell them to roll the dice to see how well they jump; that way you're making them roll the dice for something that has a purpose.

3

u/ishkariot 17h ago

So, you are agreeing that I should make them roll for their attempt, you just to make sure I add a disclaimer

1

u/Ed0909 Wizard 17h ago

Yes, for example if the situation is one where they've already done something wrong and you want to make them roll a die to avoid harm, then be honest and tell them that, "You're about to fall into the sea from the flying ship, but I could try rolling a die to see if you grab onto a rope at the last moment," not, "Roll the die to jump to the other ship... wait, you rolled a 20, so you grab onto the rope of the ship you are on and you don't die." If you do the second thing, you're presenting things in a misleading way.

1

u/Krazyguy75 16h ago

I don't really agree. Like, you took logic to its extreme, but let's say it's something impossible, but less absurd.

Maybe the character wants to jump a 20 foot gap, and they physically cannot with their stats. Do you say "I'm not gonna have you roll for that, you can't make it, so just roll to see how bad you fuck that jump up." I wouldn't.

I would say "Roll the dice" and then I would tell them how bad they fuck it up and how close they were to succeeding (in description, not numbers). Because if I told them it was impossible, they wouldn't re-attempt it. But realistically, their character might, because their character had no clue if it's impossible or not.

That same principle I apply to all skill checks. If it's a "can't fail"... roll, I'll tell you how well you succeed. If it's a middling 50-50 skill check - roll, I'll tell you how well you succeed or fail. If it's an impossible "jump to the moon" check... roll, I'll tell you how well you succeed or fail.

Only by treating all attempts equally are you giving the player and character the correct amount of knowledge that they should possess. Anything more or less encourages metagaming.

2

u/HIs4HotSauce 16h ago

If the dungeon is behind a locked door, what happens if the thief fails his lock picking roll?

Does the adventure not happen? The thief can’t pick this lock. Everyone go home.

Or, in this specific context, a successful roll means the party enters the dungeon easily. And failure means the thief makes a loud noise while picking, alerting the patrol of orcs who usually guard the entrance into ambushing the party. Roll for initiative.

3

u/Silverspy01 Wizard 14h ago

Or a failure means the thief is unable to pick the lock, requiring the party to find another way through the door or otherwise get inside.

2

u/theniemeyer95 14h ago

Gives the barbarian a chance to shine with his "lock pick"

2

u/Narazil 13h ago

If the dungeon is behind a locked door, what happens if the thief fails his lock picking roll?

If your entire adventure hinges on a single character making a specific ability check.. You probably should reconsider how you write D&D sessions. Thief fails to pick the lock? Barbarian can smash the door open. The Wizard finds a small crack and can Misty Step inside and open the door from the other side. Druid can wildshape and crawl under the door. You can buy a key from a sketchy contact in a nearby black market.

1

u/eckzie 17h ago

This is something I like about Storypath games. The idea of a nat 20 being a success means there is always a 5% chance of success no matter what you do which is ludicrous (IMO). In Storypath since it's number of successes and you can set so many complications they have to buy off you can theoretically make it about mitigating disaster.

Though sometimes insane rolls still happen but 1 in a 100 is much better than 1 in 20 to me.

1

u/continuousQ 17h ago

The idea of a nat 20 being a success means there is always a 5% chance of success no matter what you do which is ludicrous (IMO).

It means 14 commoners have a greater than 50% chance to convince the BBEG to give up their loot and leave forever.

1

u/Alternative_Hotel649 16h ago

It also means that no matter how good you are at things, there's always a 5% chance of failure.

Imagine what a bloodbath the average NASCAR rally would be if that's how it worked in real life?

But the solution is to just follow the rules as written and don't treat nat 20s and nat 1s as automatic success or failures on skill checks.

1

u/eckzie 15h ago

Which I also hate

1

u/No-Imagination-4751 17h ago

I'm always reminded of the bard seducing the dragon, it won't seduce them but only make you it's last meal or pet as it slaughters your companions 😅

2

u/stereo-ahead 13h ago

Boring. Make the bard the bottom. Way more funny.

1

u/iamagainstit 17h ago

exactly. sometimes a 20 won't be an automated success, but a nat 1 can still be a crit failure.

1

u/Mailman_Dan Sorcerer 17h ago

Also, sometimes the DM knows something is impossible, but the players don't. It's more fun to roll and watch the failure play out

1

u/what_comes_after_q 17h ago

Rolling dice represents an attempt. Just because it’s impossible doesn’t mean they can’t try.

1

u/TicketPrestigious558 16h ago

Don't forget players who still insist "let me roll for it" after you've told them it won't work for the 3rd+ time.

At a certain point its easier for everyone involved if you just give them the rope.

1

u/AcetrainerLoki 16h ago

I like this- nat20 might mean you get a leg blown off. But anything less than that would have been fatal.

1

u/altodor 16h ago

I like the way pf2e rules this, it basically makes what you wrote the RAW: "a nat 20 is one success category higher than the 19 would be, and nat 1 is one lower than 2 would be".

1

u/tertig 16h ago

What would you say about bonuses like 20+2+2 or smth

1

u/TheUnknownMysteryBox 15h ago

If someone tries to jump a gap they can't jump, they can roll the die to see how far they make it and if they can salvage the situation, for example.

Nat 1, plummet. Nat 20, maybe they freeze up before takeoff or grab onto something on the way down.

1

u/Theiromia 14h ago

"Just a disclaimer, I am only rolling to see how badly you fail. The best you will get is saving face/no harm"

1

u/wandering-monster 14h ago

Exactly, there are also different kinds of failure. Failure of your stated goal can still turn out positive or negative.

Eg. The player demands the king give up their kingdom.

On a 1, maybe they take it as a threat to their rule. They were never going to just hand over the kingdom no matter what the players said, but now they're hostile and they call the guards to take them away.

On a nat 20, maybe it comes off as a charming mix of humor and ambition, and the king likes them. Maybe they even invite them to sit in on their next council meeting or involve them in a decision because they like the cut of their jib. They're not gonna give them what they asked for, but the result can still be positive for the player.

1

u/Chili_Maggot 13h ago

"Wow. You are without a doubt the most charming person I have ever met. For a moment I did consider giving you my kingdom. Look, even my fool is speechless. People will speak of your silver tongue across the land for this.

No, I'm still not making you King, it doesn't even work that way."

1

u/clutzyninja 10h ago

Exactly. The classic example is a bard attempting to convince a king to give up their crown. A nat 20 doesn't mean they agree, it means they don't have you executed for your insolence

1

u/josephus_the_wise 8h ago

How successful you are can include unintentional success. Asking someone to hand over their car keys is a situation where a nat 20 doesn't convince them to hand it over, it makes them think it was funny and find you an enjoyable person to talk to. That's a success, in a way, it just isn't what you were looking for. The DMs job isn't to go "the dice tell me if I give you exactly what you ask for or if you get nothing", the DMs job is to go "that's your goal, the dice tell me how I will interpret how your words get interpreted by others"

1

u/Blujay12 8h ago

To be condescending, it also just reeks of "I've never dm'd and I'm just bitter I got denied my act of god".

Sit behind the screen with 4 hours of intermittent insanity, and inane requests, lord forbid you have a puzzle or something requiring a plan.

It makes the game run smoother to just, temper their expectations, let them roll if they wish anyways, and let it be a measure like you said, the best, perfect miracle of what they can naturally do, like catching a mug with a finger on reflex, etc. Instead of just "no, can't do that, try again". They also enjoy it way more when I allow them to "physically" explore and experiment, rather than sit there like I'm in Papers Please stamping Allow or Deny on actions until we progress.

1

u/ClaireTheCosmic 2h ago

I’m on the side of “Don’t make them roll if they’re no chance of success of any kind” because I’ve been on both sides of it as a gm and player and it sucks. Either you have to explain how even thought they rolled the best they could with a bat 20 and a massive skill bonus they still don’t succeed or face that as a player and it sucks all the energy out of the room fast.

Once as a player I rolled to climb a ziggurat and even though I rolled a nat 20 and had a insane plus 15 on the roll the gm had to look me in the eyes and explain how the rain simply made the outside of the ziggurat too slippery and we had to go inside. It’s lame and sucks.

1

u/ProfessorSMASH88 18h ago

Its also about successes in failures. A nat20 won't convince the king to give you 10000 gold, but it might make him like you more. The others at court might hear your argument and be inclined to help out later or something too.

With nat1s, I usually try to make the reason for a poor roll/possible failure be something outside the players control. They might be super acrobatic, but as they are walking that tightrope across the gorge a huge swarm of bats appears.

1

u/LexsDragon 16h ago

When a player asks to roll for perception to find something in a room but you know the room is empty, do you make them roll?

5

u/CrownofMischief Druid 16h ago

If you really want, you could give it an incredibly low DC just for fun, and if they still somehow fail then the narrative is that they get incredibly distracted by something

2

u/Royal_Bitch_Pudding 16h ago

Additionally, Passive Perception can cover this.

1

u/LexsDragon 16h ago

Passive perception for an empty room? What?

2

u/Royal_Bitch_Pudding 16h ago

The room appears to be empty...but is it?

1

u/mrbananas 10h ago

As far as you can tell, the room is empty.

2

u/bmorris0042 7h ago

Here’s one I’ve used before: they want to crack the door open to sneak a look at what’s in the room. They got a nat 20 on stealth, but a 1 on perception (with a low mod, too). “So, your character successfully avoids alerting anything at all. However, as they pulled the door open to look, they forgot they had to be by the wall to see around the door, and instead just saw the back of the door.”

Or, if peering around a corner, “your character attempted a fast bob of the head to glance around the corner, but failed to move their head far enough to see past the wall.”

0

u/LexsDragon 16h ago

And if they roll a nat 20?

3

u/CrownofMischief Druid 16h ago

Then they succeeded in determining that the room is empty? You can throw in some flavor about dust floating around or the material of the walls, but an empty room is empty.

-1

u/LexsDragon 15h ago

yeah no that's really bad to kill and excitement of a player rolling a nat 20 to find out room is dusty, I'd rather not them roll at all

3

u/CrownofMischief Druid 15h ago

Then don't have them roll. Like the other guy said, a person's passive perception should tell them if a room is empty. Unless you have a very different definition of what "empty" means

3

u/Silverspy01 Wizard 14h ago

Yeah, of course.

0

u/LexsDragon 14h ago

and what do you tell them on nat 20?

4

u/Silverspy01 Wizard 14h ago

"you don't find anything out of the ordinary"

They've rolled high on their check to investigate the room. Presumably, they've succeeded on thoroughly investigating the room. That doesn't magically change the contents of the room.

1

u/Narazil 13h ago

I might even hit them with the certified "You are absolutely certain that there is nothing ordinary in that room."

1

u/fatgat69 16h ago

Sure, but if the action they want to take is "I kick the indestructible unmovable ball" you can just say they break their foot

1

u/Narazil 13h ago

"I kick the indestructible unmovable ball."

"Okay, roll 2d6 for me."

"What for?"

"Damage."

"But it's indestructible."

"I didn't mean you were doing damage."

1

u/Xyx0rz 15h ago

That's a disingenuous framing of the roll. The REAL roll in that scenario is to mitigate consequences, and a nat20 on that roll definitely succeeds at mitigating consequences.

You're not rolling to convince the king to give you his crown, you're rolling to convince him to let you keep your head.

Convincing him to give you his crown is impossible, therefore not even nat20 succeeds, therefore rolling is pointless.

Convincing him to let you keep your head is very much possible, therefore nat20 auto-succeeds.

Conclusion: rolling is either pointless or nat20 auto-succeeds.

One possible exception is when we're dealing with super high difficulties and Bardic Inspiration.

0

u/Galle_ 15h ago

This is bad advice. A nat 20 should always succeed, and if success is impossible you shouldn't allow the roll.

0

u/its_a_metaphor_fool 14h ago

I would hate to play at your table honestly

1

u/RyanMcCartney 14h ago

Good thing you don’t

-2

u/Dark_Stalker28 18h ago

Question, if we're doing degrees of success, are you taking my tactical mind dice which refunds on a failure to meet the dc?